The fourth and final piece of a series on designing and running one-shot scenarios.
If you missed any of the earlier articles, find them here:
Designing the Adventure part 1 • Design part 2 • Prep for the Session
Encourage Play that Saves Time
In Part 1 of this series, I wrote that I would avoid issues pertaining to social graces (or lack thereof), but the question of whether players should toy around with electronic devices at the table applies to single-session adventures more than to normal adventure and campaigns. Suffice to say that your group should be in agreement on how to handle this, for delays could result in failure to complete the adventure, which would ruin the entire session for everyone. If need be, have a quick discussion on this before the game starts.
The DM will find it more important than ever to handle THAT player—the one that makes all the bad jokes that have nothing to do with gaming—the same one that side-tracks everything by recounting his day at work in the middle of the game. You are adults so you need no advice on how to handle it, but be aware that not addressing it could possible ruin the game for everyone if you don’t finish. Read more
This is RPG-ology #34: Invisible Coins, for September 2020.
This was originally published as Game Ideas Unlimited: Invisible Coins on July 27, 2001. It is only slightly edited for republication here.
You’ve probably heard the line about our strange and beautiful relationship—in which I’m beautiful, and you’re… well, I’ll assume you’ve heard it. My relationship with Multiverser creator E. R. Jones was, from the beginning, strange on both sides. There were many things about us that appeared similar (to the point that we were mistaken for brothers, and sometimes still people aren’t certain which of us the bearded dark-haired bespectacled faces in artist Jim Denaxas’ sketches depict). But the more we got to know each other, the more it appeared that we did many of the same things for very different reasons.
He wore a beard because shaving was inconvenient. I wore one because I didn’t like the feel of the sweat and oils on my face after shaving.
We both put ice in our coffee. I did it because I’m not very patient about beverages, and would certainly burn myself on it before it cooled. He, on the other hand, preferred his coffee cold, a throwback to his army days when that’s the only way he could get it. (And he was the cook.)
We were both highly respected for our skills at running Dungeons & Dragons, both of us having begun some time in 1980. My reputation was that I was closer to the book rules than just about anyone else. He, on the other hand, built his entire game on that phrase in the preface, “the creator and ultimate authority in your respective game,” regarding the rest of the system optional. We learned much from each other in the process of playing together, but our games were never the same, perhaps in some sense not even remotely similar.
And both of us had the habit of periodically tossing an invisible coin into the air and catching it, slapping it on our wrists ostensibly to see whether it was heads or tails, when someone asked a question which required thought. Read more
Part 3 of a series on designing and running one-shot scenarios.
If you missed any of the earlier articles, find them here:
Designing the Adventure part 1 • Design part 2
Give out Characters Beforehand
If you decide to use pre-generated characters, send the character sheets to your players before game day. This will allow them to familiarize themselves with the character a bit. This is especially important for spell-casters, which are more complex to run than fighters. Distributing the sheets early also fosters excitement and anticipation for your game.
Bring Extra Stuff
Expect a few players to forget dice, pencils, and paper. These things take only a few minutes to gather, and the players in question will be grateful. Besides, you don’t want anything to delay you, as time is fleeting on game day.
Preroll For NPCs
This is a trick that I’ve used successfully for years now. The slow pace of the combat round has been a bugbear in most versions of D&D, and I imagine that other games have similar problems. Though I learned from experience that AD&D (or 1st Edition) can move combat along quicker than later versions, pre-rolling attacks and damage will speed things up, no matter what version you play. Of course, you can do this in your regular campaigns too, but the practice is doubly helpful with single-session adventures.
I usually roll between three and seven attacks for each monster, but use common sense. If you have twelve goblins, then perhaps thirty rolls are enough. Several goblins will likely die in the first few rounds, and if they are getting stomped, they will likely flee and end the combat. After rolling attacks, you can usually eyeball the numbers and figure out how many potential hits you have. If I rolled thirty times, I might see only ten rolls that are above a 14. Roll that many damage rolls and then add a few extra for good measure.
When you pre-roll damage or attacks, ensure that you include all known modifiers now. The more math that you do beforehand, the less you’ll need to do on game day, and combat will move that much quicker. Make sure that you are clear on what modifiers you already included (jot it down if necessary). Read more
This is Faith in Play #34: Guidance and The Machine, for September 2020.
Some people I know are terrified of the vision of the world in Person of Interest, the television series currently available on Netflix. In it, a man going by the name of Harold Finch has created a hardware/software combination that monitors and analyzes all the data everywhere—cameras, cell phones, online computers, everything. Using this data, it predicts terrorist attacks and gives limited information to a secret government agency so that these can be thwarted before they occur. Yet Harold took the system one step further: he designed it to inform him of the identities of anyone about to be involved, as victim or perpetrator, in a planned violent crime not related to terrorism. He wanted to save the lives of people involved in such crimes, and so the machine gives him social security numbers of such people.
Harold Finch is brilliant at computers, but slightly handicapped, walking with a limp, so he can’t do this himself. He recruits John Reese to do the legwork, and eventually Sameen Shaw joins them; two police detectives, Lionel Fusco and Joss Carter, also help them when called, knowing that their information is always good but not how they get it. Eventually someone who calls herself Root (Samantha Groves to Harold, but she doesn’t like that name) also joins them, apparently recruited by the machine itself.
It doesn’t frighten me. I see in it a wonderful metaphor of divine guidance, and the fact that God directs each of us in accordance with our own place in His plan. Read more